Decide who receives the ball
A self lob and a teammate lob should not share one memorized “lob combination.” The selected PC charts identify F as self lob and T + a teammate number as the teammate lob. Number keys 1–4 select the teammate in these references.[1][3]
Original decision diagram, not an in-game path or timing window.
Change the pass without changing the target
| Pass | Reported PC input | Read it as |
|---|---|---|
| Overhead | 1, 2, 3 or 4 | Select the intended teammate. |
| Bounce | Double-tap that number | Two separate taps, not a held number. |
| Chest | Shift + number | Keep Shift held for the selection. |
| Flashy | Shift + double-tap number | Held modifier plus repeated target input. |
| Fake | Hold Q + number | A different action from an ordinary pass. |
| Teammate lob | T + number | Choose a receiver rather than performing a self lob. |
These rows agree in the control tables. They describe inputs, not whether a lane is open or a receiver will finish the play.[2][4]
Keep the throw and the finish separate
- Identify whether you are throwing to yourself or another player.
- Read the starting condition and target, then perform the reported throw input.
- Read the game’s catch and finishing feedback. A successful throw is not automatically a successful dunk.
- For a teammate play, agree who passes and who receives before comparing keybinds.
The alley-oop report distinguishes the passer’s T + number from the receiver’s Space/E finish choices. It discusses open movement toward the hoop; this site has no verified distance, delay or make-rate formula.[3]
Why you may see T + R or Shift + F elsewhere
One older lob article prints T + R; the same outlet’s alley-oop article and the longer charts print T + a teammate number. We do not put T + R into the board. That older self-lob article writes Shift + F during a sprint, whereas the tables name F as the self-lob key.[5][3]
These are source differences, not a game bug we reproduced. Check the creator’s current reference if your client differs. The board names the core key and keeps movement context visible without promising a guaranteed fix.